How to remove an emissive from an object ?
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Yop,
I would like to edit the stunt huge platform and remove this freaky emissive there is at night but I just don't have any idea from where come this kind of effect (im pretty newbie in this stuff)
Hope some one will know cause I realy need this object ;S
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damn no one know xP ?
Please need help, this object is really important for my mod ;S
If some one could give it a try here is the object :
GtaV\update\x64\dlcpacks\mpstunt\dlc.rpf\x64\levels\gta5\props\mp_stunt_course.rpf\stt_prop_stunt_bblock_huge_05.ydr
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i tried a lot of things on this model to see if i can get it removed, but looks like its hardcoded somewhere. Although i getting somewhat better in zmodeler I can't get rid of it now. But i will loook some more and look if i can find something. Should have a zmodeler expert look at this but too bad they dont answer on zmodeler forum.
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I found a way. After i deleted a lot of layers in the hierarchy kept only one layer put that layer to l0. Assigned only one defeault material. Deleted rest of material . Then in material settings untick ignore vertex color. You will see its vertex colour bright yellow. Select object --> go into vertex mode with quadr tool select object again. Then in surface ---> select paint black colour and do fill selected . save it export. You will see its not shining anymore. Probably have to tweak this a bit cause the shadow was very black now.
But this was my first result just wanted you know its possible.
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@Shaezbreizh Just looking at the texture for this in Photoshop and I notice in the alpha channel, some are set to pure white, some are set to pure black. Does that control which colours are emissive and which are not?
Might be completely unrelated, I haven't seen any of these emissive objects to know what they look like.
Here's the colours and the corresponding alpha:
This is from one of the three embedded textures, with each one being slightly different. The actual images are 256x16, I have just cropped off the excess.
The names end in _pal, so I am guessing that they are palette files for something. Reminds me of the indexed colour palette reference images I used to create for sprite sheets many years ago.
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@LeeC2202 @Shaezbreizh
Probably not related since when i deleted those textures and used another material it still was emissive yellow at night. The glow occurs on the complete object. I think though this does tell how to paint the object cause this stunt object has switching red white and blue squares.
I got rid of the glow now though by painting the complete object per vertex color red it shows up ok at night.
Select object in zmodeler ---> surface --> paint --> paint vertices to selected colors select red colour and press fill.
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@PostaL On the material you replaced them with, what was the alpha channel set to black or white?
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@LeeC2202 I checked , alpha channel of texture i use is set to black.
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@PostaL Have you tried it set to white? I ask because all the bright colours in that palette have their alpha set to black, so it might be that black = emissive.
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@LeeC2202 Yeah but when i use this texture with black channel and use per vertex color red on object and watch the object in game its not emissive anymore. So then you would think black is not emissive?. Didn't really get to editing textures yet just started and loaded up gimp. I dont have so much knowledge on channels of textures.
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@LeeC2202
The emission is like a light yellow one and it starts when you are like 100 meters from the object at night. When you are close and standing on it shows normal at night with no emission.
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@LeeC2202 Could be a combi of the per vertex color and the alpha channel which decides that makes it emissive. But im a beginner so i dont really know. Ill try a model with no vertex color change and set the texture alpha to white and look if its emissive or not.
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@PostaL I think it has to be done on a texture level in some way, because you can add small details that are emissive that would be too large for vertex colours to control. So yeah, a combi would seem likely.
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@LeeC2202
To give you an idea of how the glow looks like:
edited plus original at day:
edited(can hardly see it) plus original at night(glow):
glowing stuntobjects:
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@PostaL Just out of curiosity, what happens if you make the vertex colour change but still use the original texture?
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@LeeC2202 Not sure but I think the "pal " embeded texture is aimed to specify the color when using texture variation IG ( menyoo can set different color for these object for exemple) so I don't think it's related to the glow but may i'm wrong.
@PostaL between nice found, i'm gonna try it !
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@LeeC2202
Its a bit of a complicated story with this object haha.
Left edited same texture but per vertex colour filled red, the object turns blue and cant paint it as the original object. But its not glowing anymore at night. Right original.
at night:
When I wont fill this object it shows like the right one with stripes layout and plus glowing. I had to embed one texture for export reason in zmodeler plus i removed a lot of layers in zmodeler to make it simpler. this model has embed:
prop_stunt_bblock_huge_05_pal.dds, prop_ramp_adjust_nogrill_n.dds and prop_ramp_adjust_nogrill.dds
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@LeeC2202
Hi im a bit confused about if the alpha channel of a texture is black or white in gimp.
When I only look enable layer alpha channel the big square shows black , but the little thumbnail shows white. I suspect the alpha channel is white but why is the big square black?? see picture
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@PostaL That's very odd... I use Photoshop and whatever colour my alpha channel is, shows up on screen that colour. I've never used Gimp so I don't know if that's how it's supposed to work in that.
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@LeeC2202
Ok yes weird. Earlier I said its black but the channel is white. I looked at this big square so thought ok is black. But after adding layer with selecting white full opacity it turns out like this when you only view this channel in Gimp. Ill download a trial of photoshop i think. Thanks for feedback.
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@PostaL There's a legally free version of Photoshop CS2 here http://www.techspot.com/downloads/3689-adobe-photoshop-cs2.html
I have a bought version of Design Premium CS3 on my Windows 7 development OS but I use that version of CS2 in my Windows 10 install, it works fine.
Make sure to install these as well: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
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@LeeC2202 Thanks a lot for the links , will download it.
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@PostaL well i've try with a mauve/violet color and the render seems correct
youhou ;D
http://imgur.com/a/pzrFK
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@Shaezbreizh Nice, glad that worked out for you. But there is still a bit of problem with this model when you just want to paint textures on it for surface use. Up close you still see the square vertices on the texture because the vertices are drawn like that in the 3d model. So maybe you should just make a complete new surface in zmodeler and add texture to that.
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yeah i know but well i'm too much newbie for this so for now i'm going to deal with that ;P